Staredit Network > Forums > SC2 Custom Maps > Topic: Pathable and Destructible Bridges
Pathable and Destructible Bridges
Aug 26 2010, 8:13 pm
By: Syphon  

Aug 26 2010, 8:13 pm Syphon Post #1



Repost from SC2Mapster



I made it by duplicating all the assets for the destructible rock, and then modifying the art assets and footprint to match that of the Mar Sara Bridge doodad. (The footprint is what makes it function as a bridge - Specifically the Persistent Pathing Layer)

Units can walk across it, and attack it. When it's destroyed, they hang in the air unit they're moved, and then they fall to whatever is immediately below them.

Current problems - There is obviously no death animation, the model can only be targeted on the sides, and I haven't figured out how to make units that can be raised/lowered in the editor yet, so I can't have it actually cross gaps yet.

Other things the PPL footprinting can be used for, if I understand it correctly -

* Having units mounted on other units, with each individually controllable.
* Making units function as ramps, so you could make, for instance, a siege tower.
* Tunnels (Will be much more complex)
* Custom cliff levels, and fully walkable structures. (Obviously more complex, need custom models and so forth.)



None.

Aug 26 2010, 8:34 pm UnholyUrine Post #2



Well the cross gaps problem can be solved by putting a smaller strip of land under the bridge so that one can't see it but think they're crossing the bridge.

I think this will have a TON of applications :D ... I'm surprised destroyable bridges have not crossed blizzards' minds before...

I'm also pretty sure there's a way to kill units that are on top of the bridge once the bridge dies.. via triggers.



None.

Aug 26 2010, 8:37 pm Syphon Post #3



Quote from UnholyUrine
Well the cross gaps problem can be solved by putting a smaller strip of land under the bridge so that one can't see it but think they're crossing the bridge.

I think this will have a TON of applications :D ... I'm surprised destroyable bridges have not crossed blizzards' minds before...

I'm also pretty sure there's a way to kill units that are on top of the bridge once the bridge dies.. via triggers.

It's not a problem, it can cross gaps without terrain. I just have to figure out how to change the z-level of units to position them better.

Yes, I but I don't care to kill them. They fall into the chasm below.



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[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
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